178 lines
3.8 KiB
Lua
178 lines
3.8 KiB
Lua
local Vector3 = {
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x = 0,
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y = 0,
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z = 0,
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_CLASS_ = "Vector3"
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}
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setmetatable(Vector3, Vector3)
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local function is_weak_vector3(t)
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if type(t) ~= "table" then return false end
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local haskeys = t.x ~= nil and t.y ~= nil and t.z ~= nil
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if not haskeys then
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return type(t[1]) == "number" and type(t[2]) == "number" and type(t[3]) == "number"
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else
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return type(t.x) == "number" and type(t.y) == "number" and type(t.z) == "number"
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end
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end
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function Vector3:__mul(b)
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if type(b) == "number" then
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return Vector3{
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x = self.x * b,
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y = self.y * b,
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z = self.z * b,
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}
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elseif type(b) == "table" and is_weak_vector3(b) then
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local other = Vector3(b)
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return Vector3{
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self.x * other.x,
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self.y * other.y,
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self.z * other.z,
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}
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end
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error("Vector3: other must be either a number or a Vector3-like table.")
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return Vector3()
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end
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function Vector3:__div(b)
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if type(b) == "number" then
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return Vector3{
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x = self.x / b,
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y = self.y / b,
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z = self.z / b,
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}
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elseif type(b) == "table" and is_weak_vector3(b) then
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local other = Vector3(b)
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return Vector3{
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self.x / other.x,
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self.y / other.y,
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self.z / other.z,
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}
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end
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error("Vector3: other must be either a number or a Vector3-like table.")
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return Vector3()
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end
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function Vector3:__add(b)
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if not is_weak_vector3(b) then
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error("Vector3: other must be a Vector3-like table.")
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return self
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end
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local other = Vector3(b)
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return Vector3{
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self.x + other.x,
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self.y + other.y,
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self.z + other.z,
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}
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end
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function Vector3:__sub(b)
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if not is_weak_vector3(b) then
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error("Vector3: other must be a Vector3-like table.")
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return self
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end
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local other = Vector3(b)
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return Vector3{
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self.x - other.x,
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self.y - other.y,
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self.z - other.z,
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}
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end
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function Vector3:__unm()
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return Vector3{
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-self.x,
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-self.y,
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-self.z,
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}
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end
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function Vector3:__call(...)
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local args = {...}
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local nv = {x = 0, y = 0, z = 0}
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setmetatable(nv, Vector3)
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if type(args[1]) == "number" then
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if #args == 1 then
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nv.x, nv.y, nv.z = args[1], args[1], args[1]
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else
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nv.x, nv.y, nv.z = args[1], args[2], args[3]
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end
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elseif type(args[1]) == "table" then
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if args[1].x ~= nil then
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nv.x, nv.y, nv.z = args[1].x, args[1].y, args[1].z
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else
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nv.x, nv.y, nv.z = args[1][1], args[1][2], args[1][3]
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end
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end
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return nv
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end
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function Vector3:__tostring()
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return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
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end
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Vector3.__index = Vector3
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--------API--------
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function Vector3:length_squared()
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local x2 = self.x * self.x
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local y2 = self.y * self.y
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local z2 = self.z * self.z
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return x2 + y2 + z2
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end
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function Vector3:length()
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return math.sqrt(self:length_squared())
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end
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function Vector3:normalized()
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local length = math.sqrt(self:length_squared())
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if length == 0 then
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return Vector3()
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end
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return Vector3(self.x / length, self.y / length, self.z / length)
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end
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function Vector3:dot(with)
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if not is_weak_vector3(with) then
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error("Vector3: with must be a Vector3-like table. Returning 0")
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return 0
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end
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local v2 = Vector3(with)
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return self.x * v2.x + self.y * v2.y + self.z * v2.z
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end
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function Vector3:cross(with)
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if not is_weak_vector3(with) then
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error("Vector3: with must be a Vector3-like table. Returning Vector3()")
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return Vector3()
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end
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local v2 = Vector3(with)
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return Vector3 {
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self.y * v2.z - self.z * v2.y,
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self.z * v2.x - self.x * v2.z,
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self.x * v2.y - self.y * v2.x,
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}
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end
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---- CONSTANTS
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Vector3.UP = Vector3(0, 1, 0)
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Vector3.DOWN = -Vector3.UP
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Vector3.FORWARD = Vector3(0, 0, -1)
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Vector3.BACK = -Vector3.FORWARD
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Vector3.RIGHT = Vector3(1, 0, 0)
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Vector3.LEFT = -Vector3.RIGHT
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-------------------
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return Vector3
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